Patch 2.7 re-balancing mega wish-list

oh, I like this.
It also would make perfect sense thematically.

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My suggestion:

Can we please have a way of not shoe-horning certain items/skills into pretty much every build for a class? For example if you want a good DH build you will have Vengeance - Dark Heart, if you want a good Barbarian build you will have Band of Might and Wrath of the Berserker.

For example what if we had Band of Might and a legendary helm that gives the same damage reduction? Freeing up a cube slot so you can use another ring/amulet in the cube. Even a skill/rune that does the same. You would have to give it a certain type of damage reduction buff and make it so the two donā€™t stack of course. Give it some cool name and say two sources of that reduction doesnā€™t stack. Give the same % damage reduction but different options on where to get it from in order to create build diversity. On the one hand something like Band of Might makes it easier to switch between different builds since you already have the item but on the other hand if you want to try out a different set and donā€™t see ā€œI have one cube slot and two skills that are the exact sameā€ it makes it feel more different, more fun to try more than one build in a season.

You can do it in other ways as well. Letā€™s say ā€œBand of Might only works with skill X activeā€ and ā€œNew Helm only works with skill Y activeā€. Even more diversity.

It isnā€™t a huge deal but it can also get tedious to see every build require the same things while it is actually not that hard to fix. You could always say screw this I am just not going to play with that item/skill and donā€™t mind that I wonā€™t reach that same level of GR which is what I am starting to do now.

And this isnā€™t a balance change but I would love if we could have an option to not have transformation skills like Wrath of the Berserker and Vengeance entirely change the look of the character. You have this cool looking gear that you transmog and dye in a way that you feel looks awesome but for like 90% of rifting it doesnā€™t matter at all. Sure you need some way to see that the buff isnā€™t active anymore but you can do it in other ways. I know you donā€™t always look attentively at your character while rifting but would be cool if the vast majority of your game doesnā€™t make the character look exactly the same no matter what gear/transmog/dye you have.

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You can only do this with defensive bonuses, but not with offensive ones, because offensive ones are waaay, more important in this game, and so instead of using one offensive bonus over the other, a lot of people would instead use both.

One possible solution for e.g. not making every DH build use Vengeance is something like an amulet that for example gives you

  • xxx% increased damage
  • x Hatred per second
  • xx% reduced damage taken
  • etc
    ā€¦while Vengeance is not active (or maybe not even on your hotbar)

That way, people might consider to take the amulet over having Vengenace on their hotbar, and Dawn and Visage of Gunes in the cube.

Yeah but the offensive and defensive ones can be done the same in terms of stacking, just make sure to include all versions that are currently not doable.

Your idea is perfect I think. See there is a great one since it is not only about switching out one skill for another or one item for another. There you would have to decide if Amulet + other potential skill is better than Vengeance + other amulet/ring being worn or cubed.

Might make it even harder to make the two of them equally strong?

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I know, it can be technically done, but in practice, people will go with only stacking several of the offensive ones.

If it can and will be balanced well, then sure they can be equally efficient.

Also, not needing 100% uptime on Vengeance will also make you a lot less reliant on Cooldown Reduction and eventually even the Captain Crimson set, which opens up even more options.

and this

and than ALLOW followers in groups. If each party member had a follower (maybe a different one for every party member for better efficiency) in group and an Offensive or Defensive Aura it would make playing in groups even more fun and give die hard Solo players a reason to play more in groupsā€¦

I donā€™t think that is desirable.
If anything, the gap between group and solo should be closed more by making solo more efficient (or group less efficient).

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The game is already spammed with spell effects. Adding 4 more characters on top of everything seem undesirable.

Speaking of which, for 2.7, add a setting to disable (or drastically reduce) other players spell effects.

As for group and solo balancing:

  1. XP/MF boost in 4man-groups. Make it baseline for all group sizes. Make it 20% instead of 30% for solo if you want a small difference to remain. But it should be the same for 2, 3 and 4man. 2man is just as much multiplayer as 4man, why such a discrepancy?
  2. Bounty change: solo gets 3x the bounty rewards. 2man gets 2x, 3 and 4man unchanged.
  3. Monster HP. Kill speed is the main difference between groups and solo. Blizzard already lowered monster HP solo (and 2-3man groups) once, although in GRifts only. Lower it some more, and both in and outside GRifts. Like, maybe decrease monster HP by 20-30% solo (and somewhat less in 2/3man) and see how it goes. Adjust further up or down if needed.
  4. Buff the follower. New legendaries (see peoples ideas in this thread), and skill rebalancing. Make the immortality follower item baseline so we can use the other ones instead.
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I think it already is fairly easy to kill enemies outside of GRā€™s if you also consider that T16 is the limit.

Maybe we need higher Torment Levels, or some sort of Torment Crush/Squish where maybe starting at T8 or so the old T8 is as difficult as T10, T10 is now as difficult as T14, T16 is now as difficult as T20, or something like thatā€¦

ā€¦ the only other alternative is to remove one 0 from the multipliers of legendaries and one or two 0ā€™s of the damage multipliers of sets and readjust GR levels, XP, etc, but we all know that this is somewhat unlikely to happen atm, although it would be awesome.

I am not sure if it is a good idea to make the follower invulnerable, since it might be bad for new players that are experiencing the game. However, I would make the invulnerability baseline for all legendary Follower Tokens.

Legendary Follower Token 1
Your follower gains access to all skills and becomes invulnerable

Legendary Follower Token 2
The cooldown of your followers skills is reduced by 50% and he/she becomes invulnerable.

Legendary Follower Token 3
Increases the effects of your followers baseline aura by xx% and he/she becomes invulnerable. ā€” assuming that something like a follower baseline aura has become a thing.

Legendary Follower Token 4
When you and your follower encounter an elite, your follower starts raging, dealing 50.000% increased damage for ~10-15 seconds - this effect can only occur one all 90 seconds. Your follower also becomes invulnerable.

Legendary Follower Token 5
etc

Agree. Wont make that much difference (might make speed running Rifts a bit faster solo than it is now). There is just no reason for having such a difference to begin with.

Sure, that would be great as well.

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I have created a new post for discussing followers. Please drop by and give me further suggestions.

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[quote=ā€œclueso-2790, post:105, topic:20319ā€]Also, not needing 100% uptime on Vengeance will also make you a lot less reliant on Cooldown Reduction and eventually even the Captain Crimson set, which opens up even more options.
[/quote]

Damn now we are going into a direction where equal strength builds are just not going to happen easily at all. I am not sure of the math and numbers but if you replace that many cooldown rolls on gear with things like Area Damage or crits etc it will make up for the damage loss of not having Vengeance or if the item gives all the effects make the build way stronger. Unless you give the item a cooldown but then you get screwed by not being able to control when it is up and without any fault of your own facing an elite pack without it.

Well, all the endgame builds are already using items that have attack speed, crit, crit and area damage.

The best solution is to rework how Area Damage works.
imo it should only effect up to a maximum of 5 additional targets in a ~10-12 yards radius, but not every single enemy in it, as it currently is.

But I am sure that a non-Vengeance amulet can be balanced in accordance with the other things.

I will jump in, thanks!

Would be nice if Blizz actually did something with legendary gems, cause some are completely useless and only good for making caldesansā€¦
Some should also gets more love, so we have an alternative from Bane of Stricken, Trapped, Zeis etc.
Simplicity strength for example should also increase damage for all ā€œresource generating skillsā€.
Many other legendary are just underpowered, so maybe instead of focusing only on class sets why not look closer at legendary gems for a change and maybe even add 2 or 3 new ones, cause I know you have at least 2 unused ones (seen in datamined files)ā€¦

You could also go crazy with other itemsā€¦ (made just for fun, yeah I know having FUN is not allowed) :roll_eyes:

https://i.ibb.co/v3V85bR/Primal-Ancient-Legendary-Rama-Gift.jpg

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Agreed, I used your list from a while ago to create a topic for Legendary suggestions, had very little feedback/additions, I linked in this thread but donā€™t think anyone clicked through. Most players just arenā€™t that interested so I wouldnā€™t expect the Devs to put much effort into it considering the overall lack of feedback, input, etc.

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Could we also please have the cow portal close after opening the 4th chest from the tipping point event? Opening that last (4th) chest could trigger a 1 minute closing countdown. Itā€™s annoying that we have to leave and create a new game so we can open a new oneā€¦

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Also, I came up with a good solution for Legendary Gems and item procā€™s in my earlier post using Blackthorneā€™s to increase all non-ability, item damage (canā€™t have haunt or Fires of Heaven getting even more nuts, etc). That would be a great addition for using unused gems and procā€™d items, maybe even make Ashbringer usable in a good build.

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I have fooled arround with legendary gems and other legendary and set items too.

Most of my suggestions were made in here:

Some like the one you see are just mocking versions of current items, but thereā€™s also a list of many mostly for barbs items too, but it will take some time to scroll through all the posts to find themā€¦

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I kind of liked the idea with demons hide with fire thorns dmg in it, though idk what was the real intent with that bizarre affix. Having an AD set that transforms into dmg would be cool, I think the wording here needs some work though.

sorry English is not my first language, I tried to state as clearly as possible. :joy:

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